The presence construct, most commonly defined as the sense of “being there,” has driven research and development of virtual environments (VEs) for decades. Despite that, there is not widespread agreement on how to define or operationalize this construct. The literature contains many different definitions of presence and many proposed measures for it. This article reviews many of the definitions, measures, and models of presence from the literature. We also review several related constructs, including social presence, copresence, immersion, agency, transportation, reality judgment, and embodiment. In addition, we present a meta-analysis of existing presence models and propose a model of presence informed by Slater’s Place Illusion and Plausibility Illusion constructs.
Many Virtual Environments require walking interfaces to explore virtual worlds much larger than available real-world tracked space. We present a model for generating virtual locomotion speeds from Walking-In-Place (WIP) inputs based on walking biomechanics. By employing gait principles, our model - called Gait-Understanding-Driven Walking-In-Place (GUD WIP) - creates output speeds which better match those evident in Real Walking, and which better respond to variations in step frequency, including realistic starting and stopping. The speeds output by our implementation demonstrate considerably less within-step fluctuation than a good current WIP system - Low-Latency, Continuous-Motion (LLCM) WIP - while still remaining responsive to changes in user input. We compared resulting speeds from Real Walking, GUD WIP, and LLCM-WIP via user study: The average output speeds for Real Walking and GUD WIP respond consistently with changing step frequency - LLCM-WIP is far less consistent. GUD WIP produces output speeds that are more locally consistent (smooth) and step-frequency-to-walk-speed consistent than LLCM-WIP.
7 June 2011 in IEEE Transactions on Neural Systems and Rehabilitation Engineering
Slow gait speed and interlimb asymmetry are prevalent in a variety of disorders. Current approaches to locomotor retraining emphasize the need for appropriate feedback during intensive, task-specific practice. This paper describes the design and feasibility testing of the integrated virtual environment rehabilitation treadmill (IVERT) system intended to provide real-time, intuitive feedback regarding gait speed and asymmetry during training. The IVERT system integrates an instrumented, split-belt treadmill with a front-projection, immersive virtual environment. The novel adaptive control system uses only ground reaction force data from the treadmill to continuously update the speeds of the two treadmill belts independently, as well as to control the speed and heading in the virtual environment in real time. Feedback regarding gait asymmetry is presented 1) visually as walking a curved trajectory through the virtual environment and 2) proprioceptively in the form of different belt speeds on the split-belt treadmill. A feasibility study involving five individuals with asymmetric gait found that these individuals could effectively control the speed of locomotion and perceive gait asymmetry during the training session. Although minimal changes in overground gait symmetry were observed immediately following a single training session, further studies should be done to determine the IVERT's potential as a tool for rehabilitation of asymmetric gait by providing patients with congruent visual and proprioceptive feedback.
We report on a user study evaluating Redirected Free Exploration with Distractors (RFED), a large-scale, real-walking, locomotion interface, by comparing it to Walking-in-Place (WIP) and Joystick (JS), two common locomotion interfaces. The between-subjects study compared navigation ability in RFED, WIP, and JS interfaces in VEs that are more than two times the dimensions of the tracked space. The interfaces were evaluated based on navigation and wayfinding metrics and results suggest that participants using RFED were significantly better at navigating and wayfinding through virtual mazes than participants using walking-in-place and joystick interfaces. Participants traveled shorter distances, made fewer wrong turns, pointed to hidden targets more accurately and more quickly, and were able to place and label targets on maps more accurately. Moreover, RFED participants were able to more accurately estimate VE size.
Users in virtual environments often find navigation more difficult than in the real world. Our new locomotion interface, Improved Redirection with Distractors (IRD), enables users to walk in larger-than-tracked space VEs without predefined waypoints. We compared IRD to the current best interface, really walking, by conducting a user study measuring navigational ability. Our results show that IRD users can really walk through VEs that are larger than the tracked space and can point to targets and complete maps of VEs no worse than when really walking.
1 March 2009 in 2009 IEEE Virtual Reality Conference
As users of head-tracked head-mounted display systems move their heads, latency causes unnatural scene motion. We 1) analyzed scene motion due to latency and head motion, 2) developed a mathematical model relating latency, head motion, scene motion, and perception thresholds, 3) developed procedures to determine perceptual thresholds of scene-velocity and latency without the need for a head-mounted display or a low-latency system, and 4), for six subjects under a specific set of conditions, we measured scene-velocity and latency thresholds and compared the relationship between these thresholds. Resulting PSEs (min 10 ms) and JNDs (min 3 ms) of latency thresholds are in a similar range reported by Ellis and Adelstein. The results are a step toward enabling scientists and engineers to determine latency requirements before building immersive virtual environments using head-mounted display systems.